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RenderStorm Farm


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  • C4D Ver
    15 Studio
  • Location
    North East, Romania
  • Interests
    Trying to make animations more better
  1. Global matrix delay

    I've set a simple but smart finger controller where when I move on Y axis the cube controller, the finger will rotate, but there is a little very little delay on the movement. Everytime I'm using the Ctrl + Z comand to undo what I moved recently, the joint rotates back to it's original rotation, but the mesh attached to it with global matrix remains the same, unless I click on empty space in the objects tab. I think there's something wrong with the updating frame on the mesh. Do I have to include something in xpresso between the joint and the mesh that has the G.M. nodes?
  2. Is it worth it?

    Hmmm, I think I'm gonna try that and see If I'm gonna find someone that will help me on the game. Thanks for the tip
  3. Is it worth it?

    I said that i WAS using unity for that simple proiect. But it makes me mad the fact that the coding is my biggest wall that is blocking my way to success. I'm just asking If its worth it to continue developing the game on this engine or stop here and be worried about my greatest interest
  4. Is it worth it?

    A few months ago I was working on a very simple game project that had no name that time. But I had one big problem that was blocking my way to a success.....coding..... The program I was using was Unity, which I heard lot's of things like "the best game engine ever", "no way this will be hated", "coding in this is so much fun!". Then I thought about creating a game of my dreams that might save popularity of one that has weak features. Without saying the boring details, I'm just wondering if developing a game in unity is worth it.
  5. Joint not following parent properly

    Note: I know I marked this topic as solved, but just one notice to say about the bend. If one of you uses the bend system for the elbows, then make sure the bend's Y scale is 0 so the elbow's child joints will rotate perfectly with the mesh. Hope this helped some of you all.
  6. Joint not following parent properly

    Are you talking about the arms that follow that waist? The idea about using the global matrix nodes between waist and arms is that it makes animating a little easier for the animator to work faster instead of moving the waist THEN the arms individually. Only for the waist, the back doesn't need any of that node. You should try it. Just make sure you have the arms in a group cause if you tie the global matrix from the waist to both of them and not the group they are in, then they will reposition to the place the waist is. I mostly use aim constraint for the feet and head to make it locked in the P rotation. With this you don't even need to move the feet to make it look like they collide with the ground.
  7. Joint not following parent properly

    Ok, I finally found a way to fix the issue 98 %. I had to make the elbow move a bit while it's rotating. Here's the image with the xpresso and the rotate elbow: This topic is now solved. Thank God I don't have to redo everything from zero
  8. Joint not following parent properly

    I analized the wrist and hand joint and tried to reposition them to be straight, but still nothing until I looked at the elbow and saw the issue. The issue was not the wrist or the hands or the fingers, the issue was the elbow itself. When I rotate it in P, the line moves a bit forward instead of staying still, I wonder why. I'm gonna try to mess a bit with the scale and position and will report back if I did something.
  9. Joint not following parent properly

    There has to be a way to fix this issue...
  10. Joint not following parent properly

    Yes they work, but if you take a closer look at the fingers, you can clearly see that they won't stay in the position I put them once you move the wrist up (both wrists)
  11. Joint not following parent properly

    The hand connected to the wrist. for some reason it moves back in the Z axis(the left one) and the right one moves on X axis Only by moving the wrist goal up.
  12. I just don't want to reset my entire work just for a little mistake. I'm having this annoying issue where the child joint won't follow the parent joint when I'm moving the parent upwards. It moves ok if I move the parent on Z axis or X axis, but it won't follow 100% on Y axis. Why is this happening? Character project.c4d This character is rigged very differently. Hope you find out about the problem. Just in case you don't know what joint is the problem, it's the left hand and the right hand. They have a object goal so it shouldn't be that hard to select.
  13. Extrude polygons rig

    Ok, that explains everything. I tried to examine a bit the rig I said it has that feature and it appears that is using the bend to make the extruded polygons to follow. The creator of this rig thought very smart to apply that. Topic now solved.
  14. I'm having a little problem with the extrude part. Whenever I try to extrude some polygons from a model then try to move, the extruded polygons doesn't seem to follow the joint I'm moving. It just stays in place. I've seen a rig that has a feature that makes every polygon get auto binded with the joints after being extruded. How do I do that? Is that some sort of xpresso node or are there options that does it? Sorry for my bad grammar, this one was a bit difficult to write.
  15. Object connect question

    I have no idea what is wrong with me. Every time I'm asking in this website about something that I want to do or I need to fix, I'm trying to see if I can fix this issue or if I can do that simple effect in cinema 4d, I always fix it or find out how to do it. A *wampwampwamp* sound effect would fit with this '^_^ Topic closed.